list & smart-ass reviews by
Josh screencaps and smart-ass captions by Jess
Puck
Man / Pac-Man
Platform |
Developer |
Publisher |
Arcade |
Namco |
Namco (Japan) Midway (US,
1980) | And so the legacy starts.
The legacy of a little yellow disk whose main purpose in life is to
endlessly eat dots, all the while running from a pack of ghosts whose
mission in life is to make him open his mouth so wide, he'll
disappear. Pac-Man was not the first Namco game to become well-known
(that honor would go to Galaxian), but it was the game that spawned their
immortal mascot character. The honor of creating Pac belongs to Tohru
Iwatani, a Japanese guy. By complete coincidence, it seems a lot of famous
video game mascots were created by Japanese guys, and Pac-Man is arguably
the most famous of them all. It's common knowledge that Japan
originally planned to call the game Puck Man, and in fact, that is what it
was called until Midway brought the game to the US. They were hesitant to
put the original name on its arcade machines, as a name like "Puck" would
be too easy to vandalize by hooligans, who could change it to hilarious
words like "Pluck" and "Puwk", which is Swedish for "using picnic baskets
to smuggle false teeth". At any rate, the original creators apparently
liked the new name better, and that's how Pac-Man got the name everyone
knows him by. Another curious change Midway made was the
cabinet art design. Namco's original design for Pac was pretty much the
way he looks now, with the orange gloves and red shoes and everything.
Midway's vision of Pac consisted of some goofy spectre with blood-red
eyes. Even back when I was four years old, I couldn't help but question
how that horrible thing and the adorable little circle in the arcade game
were supposed to be one in the same. Nonetheless, it was the image not
only used on the cabinet, but on all the licensed merchandise produced in
the US back in those days. My friends had bedsheets with Pac-Man's
haunting eyes splayed all over them. Like all games at the
time, Pac-Man was simple, endless, and somewhat trippy. And unlike the
others, it spawned about 45 spinoffs and sequels over the next 25 years
and counting... and... well... most of them weren't all that great. But
we'll always remember the original and all the good times it
provided.
STARRING: Pac-Man/Puck Man:
Little. Yellow.
Different. Blinky/Shadow/Oikake/Akabei/Urchin/Macky: The red
ghost... the most dangerous one of all. He'll chase Pac-man to the ends of
the earth. Pinky/Speedy/Machibuse/Romp/Micky: The pink ghost.
He's called "Speedy" but he's not the fastest one. He prefers to use
surprise tactics. Pinky was later revealed by Namco to be a girl,
something that shocked players everywhere ten times more than Samus
did. Inky/Bashful/Kimagure/Aosuke/Stylist/Mucky: The blue ghost.
He likes to run away! Clyde/Pokey/Otoboke/Guzuta/Crybaby/Mocky:
The orange ghost. He's kind of an idiot. Super Pac-Man also sort of
appears in one of the cinemas.
FUN FACTS:
The ghosts were called "Monsters" on the original Japanese cabinets.
The original version of this guide insisted on calling them monsters
throughout every game description because of this, which was, of course,
competely retarded. I mean, look at them. They're obviously ghosts.
Even though a dipswitch on original Japanese arcade machine allowed
arcade owners to change the Ghost names in the opening credits to English
names provided by the game designers, Midway went and made up their own
English names anyway. The original "alternate names" went on to become the
primary names used for the ghosts in the 1996 game Pac-Man Arrangement.
The original Japanese ghost names could be translated to "Chaser",
"Ambusher", "Fickle", and "Stupid"... all based on their programmed
patterns, of course. Their nicknames could be translated to "Reddz",
"Pinky", "Bloo" (LOL), and "Slowpoke".
Even though the orange ghost was the dumbest ghost in the original
game, Hanna-Barbera didn't follow through on this when they made the
Pac-Man cartoon two years later. Clyde in fact bacame the leader of the
group, while the job of the idiot was passed on to Inky.
It's also pretty common knowledge about how, despite there being two
versions of the game, the ghost patterns were never truly random, and
players could figure out how to play forever until they reach level 256
and then the screen gets all blah blah blah.
Pac-Man
Platform |
Developer |
Publisher |
2600 |
Atari |
Atari | In
August 1982, I turned 5, and as a gift, I got my own 2600 and a set of
games, with Pac-Man being among them. I was a little too young to feel
real disappointment, but even then, something didn't feel right to me. Why
couldn't couldn't Pac turn and face the direction of the pellets while
moving vertically, and what was with those colors? Only later
did I learn how awful this game truly was. I mean, the game was actually
pretty new when I got it, and the 2600 was 5 years old. This was a time
when developers were supposed to know how to really make use of the power
of the system, yet the game is easily comparable or worse in quality to
the games released in the 70s. The colors were about as murky as murky
could get, animation was limited, the board layout was hilariously bad,
and worst of all, only one ghost could be featured onscreen at one time,
resulting in some legendary flicker. It's pretty clear that
the game was rushed, and it was, in fact, based on an unfinished
prototype. Atari wanted it out in time for Christmas. They made a mistake,
and it was TIME TO PAY THE PRICE. Even though it wouldn't
happen for another couple years, 2600 Pac-Man is one of the games
specifically mentioned among the contributing factors to the great
videogame crash, due to the severe overestimation of sales Atari predicted
and the resulting losses. The Crash was an event that knocked Atari out of
the console market, and no matter how hard they tried, they could never
recover. It was quite sad.
Ms.
Pac-Man
Platform |
Developer |
Publisher |
Arcade |
GCC/Midway |
Midway (rights reverted to Namco in 1982) |
2600 |
GCC |
Atari | Ms.
Pac has a strange history, one which Namco doesn't like to talk about. Ask
any employee at Namco about Ms. Pac, and they'll probably say "Oh, yeah,
we created her. Yep, that was totally us." or "Never mind that. Let's go
drink sake and play Pachinko because we're Japanese you
know." The truth is, the original Ms. Pac-Man game was
created not by Namco, but by HACKERS. That's right, hackers... like Oliver
Wendell-Jones and those awesome kids with the stripey hair from that one
movie about hackers, called "Hackers." People like that created the
framework for what would end up becoming the most successful sequel
Pac-Man ever had. Hacks of the original Pac-Man game weren't
exactly uncommon at the time. But it WAS uncommon for them to offer very
significant improvements, and this is something Crazy Otto did. Whereas
the original Pac-Man offered only one maze layout and stationary fruit,
Crazy Otto had four different layouts and fruit that moved. GCC was pretty
excited about this thing they made, and rightfully so, because Midway
snapped it right up after it was presented to them. First, they replaced
Crazy Otto (who was essentially Pac-Man with legs) with a version of
Pac-Man that had a bow, some lipstick, and an adorable mole. Then, they
added in a few new heartwarming cinemas.
With that, Midway offered the world Ms. Pac-Man, the timeless sequel
that stayed in arcades for years and years and YEARS until arcades
themselves completely died in in the 2000s... the sequel which stuck
around while Super Pac-man, Pac Land, Pacmania, and all the other sequels
came and went. And Namco didn't make it!
Alas, life is
funny sometimes, and things often don't turn out the way you'd think they
would. Also, it just goes to show that players often show more
appreciation with sequels that stick to the formula and offer more obvious
improvements than the somewhat complicated additions Namco made to their
own sequels. I'm sure Namco wishes they developed this game, but they are
the ones making all the money off it now, and I guess that counts
too.
INTRODUCING: Ms. Pac-Man: Was the
mole on the left side of her face, or her right? This caused so much
confusion, that she eventually had it removed. Junior / Pac-Baby/
Baby Pac-Man: Delivered to our couple via the stork after completing
stage 9, or so the cinemas in this game would have us believe. We all know
how it ACTUALLY... Wait.. how DID it happen? Sue: Sue was meant
to be the first female ghost, though nobody knew Pinky's true nature at
the time. It makes sense that a game with a female Pac-Man should have a
female ghost in it as well, so Clyde underwent some surgery, and
viola.
FUN FACTS:
In the "Wayne's World" movie, it was stated that Ms. Pac-Man's bow was
the only difference between this game and the original, but we all know
that was a horrible lie.
The original ghost names "Shadow", "Bashful", "Speedy", and "Pokey"
were dropped, and the ghosts went exclusively by their nicknames, which
went on to become the names they were commonly known by.
Ms. Pac-Man was the first in a series of unauthorized sequels made by
Midway without getting permission from Namco. As many know, this is the
primary reason the two companies aren't speaking with each other anymore.
Later on, this game had a couple unofficial hacks released, all of
which messed with the speed of the game. In some versions, Ms. Pac moved
faster (making the game much easier), and in others, everything is sped
up, including the intermissions. The coolest hack of all, of course, as
the one where a "Turbo!" button was added, which the player could press
anytime they wanted to speed the game up. Similar hacks would appear about
10 years later in the Street Fighter II arcade game.
That same year, Ms. Pac got a port on the Atari 2600, and it
could be described as "what the original 2600 Pac-Man should have been" as
it eliminated the problems the original was infamous for, such as the
awful colors and flickering. Ms. Pac could face all 4 directions, the
ghosts all got their own colors, and the maze layouts are based on the
arcade layouts. It was about as good as Ms. Pac could get with the 2600's
limitations. It makes sense, seeing how the original team that created the
arcade game in the first place was put in charge. So impressive were they
that they handled a great deal of the games for Atari's home systems,
especially the 5200 and 7800.
Super Pac-Man
Platform |
Developer |
Publisher |
Arcade |
Namco |
Namco (Japan) Bally Midway
(US) | The giant
Pac-Man sprite from the first intermission of the original game is back,
and this time it gets involved in the actual game! Super Pac-Man is the
first "true" Pac sequel developed by its true parents over in Japanland.
In this, Pac got a more complicated playfield where several parts of the
maze were blocked by doors. To unlock them, he had to eat keys. In the
original game, keys appeared in the later stages, and merely provided a
delicious snack for our hero, but here, they actually unlock doors. They
can be kind of a hassle to get, however, so Pac can save time by eating
his new powerup, the green Super Pellet!
This is where the name of the game comes into play. In this form, he
can "fly" above the ghosts like Superman and bust through doors like...
uh... Superman. The original Power Pellets are back as well, in case Pac
feels like eating the ghosts, and aside from that, the fruits which
originally served as bonus items in the original game provide Pac with his
main sustenance. There are no regular pellets to be
found. This game had some moderate success, but it wasn't
quite the type of game that could hold the players' interests like Ms.
Pac-Man could. Like in the original game, and unlike in Ms. Pac, there was
only one maze layout. The only change that takes place between stages are
which doors each set of keys would unlock. The difficulty was may more
unbalanced than it was in the previous games as well. The inclusion of six
power-ups per stage made it easy to coast through the early stages without
ever being vulnerable, while later on as the powerups became less
effective, Pac will find himself forced to actually use the keys and avoid
the ghosts, which at this point, have become such hardasses that it's
really bloody difficult. Because of this, Super Pac didn't
have any luck with home ports. Of course, this is something that could be
blamed on the videogame crash as well, since prototypes for Atari systems
WERE made but not finished in time before everything caved in. At any
rate, it never got a game of its own for a home system that could be
bought in stores. It was included in a Namco collection 14 years later,
and for its port on the Gameboy Color, it had to suffer the indignity of
being a bonus game paired with Ms. Pac-Man.
SUPER FACT:
Super Pac-man acts as Pac's alter-ego in this game, much like...
errrr... Superman. The same deal will happen in the "Pac-Man 2" sequel
Namco will make several years later. However, in the Hanna-Barbera
cartoon, Super Pac-man was in fact a completely seperate character... a
bumbling jerk in a cape voiced by Garfield.
Pac-Man Plus
Platform |
Developer |
Publisher |
Arcade |
Midway |
Bally Midway | Or, as the cabinet says, "Exciting! New! Pac-Man Plus", despite
very little about it was exciting or new. This was one of the first of
many failed Pac-Man spinoffs Midway went over Namco's head to make, and
was in fact so unremarkable that it was one of the very few not to recieve
any kind of port for a home system.
Why Midway felt the need to release this is mystifying, when they
already had sequels with actual upgrades like Ms. Pac and Super
Pac. The game took everything back to square one, with the same hollow
graphics the original had and only one maze layout. The only new features
were faster monsters, some amusing new "fruit", stupid random effects like
the ghosts disappearing when Pac eats the fruit, and power pellets that
didn't work as well as they did before.
It's as if Midway's programmers discovered a series of silly random
hacks for Pac-Man and decided to throw them all into a new game for people
who wanted a "harder" version of Pac-Man. It's the ol' philosophy of
"Really Fucking Annoying = More Difficult = FUN!" It didn't
work, needless to say. It was offered as a cabinet upgrade to the original
Pac-man, and most arcade owners tried the upgrade for a little while
before switching it back to the original game.
Mr. & Mrs. Pac-Man
Platform |
Developer |
Publisher |
Arcade |
Bally |
Bally |
A Pac-Man pinball game... Hey, why not? There's not
much I can say about this, as I was not big on pinball in my youth and
never played this, and of course I'm not going to find one of these
machines sitting around now. Looking at it, the concept looks kinda
interesting, as it featured a little LED "maze" in the middle, which you
can move Pac-Man around in after hitting targets on the
table. As opposed to every other game she was in, Ms. Pac
goes by "Mrs." in this pinball game. This may have been due to the game
being loosely based around the two officially getting hitched. The promo
flyers for the game had art of the two in their wedding outfits and
everything. Of course, this means the pinball game story either took place
between acts 2 and 3 of Ms. Pac-Man, or that Pac-Baby was born out of
wedlock. How scandalous!
[EDITOR'S NOTE: Mr. and Mrs. Pac-Man set a dangerous
precedent as the first game to illustrate just how far- and how low-
Midway was willing to go to squeeze money from the Pac-Man license.
There's so much about this pinball game that's completely contrary to the
spirit of Namco's arcade hit that you'll start to wonder if the design
team ever played Pac-Man... or even liked it.
Just what's wrong with the game, you ask? Well, for starters,
the sound effects are harsh and grating, punctuated by voice synthesis
that bears an uncanny resemblence to Brad Garrett flossing with a cotton
sweater. The bottom of the table is littered with drains that gobble
up each of your three balls as quickly as you can fire them.
Finally, the crude Pac-Man mini-game is a poor substitute for the real
thing, playing as much like the shareware title Daleks as it does the
arcade hit that allegedly inspired it.
The game's got one thing going for it... it rings the death knell
for the freaky depiction of Pac-Man once used to promote the series.
You won't find any formless, bug-eyed blobs in the Mr. and Mrs.
Pac-Man table artwork; just the spherical hero and his wife looking much
like they did in the cartoon. Aside from that, yeah, this pretty
much stinks.]
Baby Pac-Man
Platform |
Developer |
Publisher |
Arcade |
Bally |
Bally |
Released a few months after Mr./Mrs., we
have this interesting little concept: a pinball/videogame hybrid. This is
a design that remains quite unique to this day, and an increasingly rare
game which, I hate to say, was not very good. Despite being
just a baby, the hero of this game is put through a much more horrible
trip through hell than his dad ever was. Pac-Baby gets no Power Pellets to
help him out, but he does get a couple escape tunnels which lead to the
pinball part of the game, something the player will want to take pretty
quickly as the ghosts are incredibly fucking brilliant in this game. In
the super-tiny and uncomplicated pinball area, you might be able to earn
some Power Pellets if you can somehow keep the ball from falling between
the flippers, which are spaced seven yards apart. Basically,
if you're the best pinball player in the world, you stand a chance at
maybe beating the first stage. But hey, it really was an interesting idea.
Bally tried it again with a game called "Granny and the Gators" and then
seven years later, Williams created a few more videogame/pinball hybrids
such as "Revenge from Mars" where the ball actually got to target things
on the video screen, and those were pretty neat.
Pac-Man
Platform |
Developer |
Publisher |
400/800 |
Atari |
Atari |
5200 |
Atari |
Atari |
The 5200 was that Atari system which could have been really
good, if not for that "What Were They Thinking?" feature attached to it
which everyone has sad memories of; namely, the joystick that wouldn't
center on its own. I remember the Pac-Man games for the 5200 being pretty
damn good, but you can imagine how the joystick would hurt the play of a
game like this.
THE INCREDIBLY FUCKING COMPLETE PAC-MAN GAME
LIST VERSION 2
|